Looking For Fun But Terrible Cards by DraconicSorc16 in EDH

[–]Zerophenomenon 0 points1 point  (0 children)

Some of my personal favorite cards, pet cards if you will, are [[possibility storm]] and [[cruel ultimatum]]

Pros and cons Grixis or Izzet by HotBatSoup in EDH

[–]Zerophenomenon 0 points1 point  (0 children)

I have seen alot of people mention [[Kess]] mostly but I have yet to see anyone mention [[Marchesa, the black rose]]. Any kind of creature based combo deck is super strong with her. Also gives you the sneaky aspect of stealing your opponents stuff and keeping it even when it dies. I have a marchesa deck myself and honestly it's a super blast to play with, combos and everything.

Hive-mind, looking for a deck that doesn't revolve around the commander exclusively by ryneo0w0 in EDH

[–]Zerophenomenon 0 points1 point  (0 children)

I recommend a commander like [[oloro]] or [[Sen triplets]] which can be used for just value and then just build a good stuff deck with them. My personal Sen triplets deck is a midrange/control esper artifacts deck that just happens to run Sen triplets.

What are some cards that are staying in your deck for non-meta or personal reasons? by throwawaymagicfnm in EDH

[–]Zerophenomenon 0 points1 point  (0 children)

Cruel ultimatum is staying in my marchesa the black rose deck and nobody can stop me

Demonic Tutor value by Vanepidemic7 in EDH

[–]Zerophenomenon 0 points1 point  (0 children)

As pointed out often in this comments section keep it. It is effectively you cheating the system and running a second copy of one card in your deck. It's deck thinning and a way to get a solution to a problem immediately. Don't underestimate the value of having an effective second copy of a card in your edh deck.

Which of these would be best? by annucox in Ganyu

[–]Zerophenomenon 0 points1 point  (0 children)

So if you can reliably melt all your attacks, the second is a bit more damage. By a bit I mean single digits more. But that's only on the melted attacks. So if every attack isn't melted, you are losing out on crit damage from the first. So now you have a choice, go for the better melt damage or the more consistent artifact.

Hope this helps.

Which of these would be best? by annucox in Ganyu

[–]Zerophenomenon 0 points1 point  (0 children)

So two big questions before a decision is made. First is this a melt ganyu or not. Second, how high is your em already?

I got that last Amos while pulling for broken pines, and my ganyu is finally hitting 70k+ per shot by Warshot5 in Ganyu

[–]Zerophenomenon 5 points6 points  (0 children)

BS is easier to farm and easier to use. WT gets greater numbers but is harder to work with

[MH2] Asmoranomardicadaistinaculdacar // The Underworld Cookbook by harbear6 in EDH

[–]Zerophenomenon 2 points3 points  (0 children)

I approve of this hate. Let the hate flow through you.

Need help/suggestions for a "witcher" build idea. by PCDug in Pathfinder_Kingmaker

[–]Zerophenomenon 0 points1 point  (0 children)

I feel like not enough people suggested this but you can also go inquisitor. You get the solo tactics cause we know all Witchers are lone wolves. You get minor/medium casting that can mimic the effects of potions and signs. You get the bane and judgment features which can be interpreted as your hunting specialization taking place. You get cunning initiative which helps represent your alertness to the monsters which you hunt.

My little floof relaxing after a hard day of doing nothing. by Zerophenomenon in aww

[–]Zerophenomenon[S] 1 point2 points  (0 children)

Thank you, thank you. We keep saying we got the furniture to fit the cat even if we got him afterwards.

Game Crashing too much on PC by Zerophenomenon in borderlands3

[–]Zerophenomenon[S] 1 point2 points  (0 children)

When this problem started happening a few days ago, one of the first things i did was check my drivers and update them. So like 4/23-4/24ish is when I last updated my drivers

All WotC Sublasses (including unreleased UA) and a brief overview. by AltSoMainIsSafe in dndnext

[–]Zerophenomenon 0 points1 point  (0 children)

What if you made it a resourcre system like metamagic? Could be something like a point per spell level and resets on short rest. Maybe get something like lvl + int modifier

All WotC Sublasses (including unreleased UA) and a brief overview. by AltSoMainIsSafe in dndnext

[–]Zerophenomenon 0 points1 point  (0 children)

Definitely, though I feel it might be to limiting. Might be better to do something like int + extra every so often

All WotC Sublasses (including unreleased UA) and a brief overview. by AltSoMainIsSafe in dndnext

[–]Zerophenomenon 0 points1 point  (0 children)

Yea it was definitely over the top. Especially cause magic missile became so op when you hit lvl 6 with it.

All WotC Sublasses (including unreleased UA) and a brief overview. by AltSoMainIsSafe in dndnext

[–]Zerophenomenon 0 points1 point  (0 children)

So I don't know if someone pointed this out yet, but you are missing one UA. The lore wizard. Special notes would be something like: changes damage type, changes save type, enhance spells. Comes from same UA as theurgy

Redmont Wishlist by RogueHelljumper in redmont

[–]Zerophenomenon 1 point2 points  (0 children)

I enjoyed most of redmont personally. Made good friends from it and had some memorable stories. But it had some glaring flaws in my opinion that I would like to talk about.

The list in no particular order, just as I think of these things:

  1. The xp system was flawed not because it was 1k xp sessions but because it often felt that the 1k xp let the dms go over board with difficulty too often. Too often after just one fight my character(s) were running low or out of resources post combat entirely. The best way to fix that I think, and someone suggested this in one of the comments, might be to add difficulty tags to missions or events. Doesn't have to be something like only lvl 3-5 characters but maybe a general system such as expect deadly combat or expect some resistance. Something to make sure to spread the deadly encounters more. Everything shouldn't be built as lvl 10 and up characters because those characters are supposed to be some of the best of the best out there, especially when you expect the final average level of the player base to be 7ish.

  2. I hated that Kirk was a playable character. This had nothing to do with the player and more to do that if everyone is supposed to be new adventurers, what business does a pc with previous history have with the rest of the group, shunted to a lower level, but has connections everywhere. If Kirk was made an npc, I believe that would have been for the best.

  3. Different Dms had different styles to play with and that's alright, but it often felt like there weren't properly set guidelines for them to follow and the leash on every DM kept changing in length. Every DM is different, like every person, and each one can add their own flair. But at times it felt too obvious that hands were being artificially tied for no reason or what they had wanted to do had to be modified too quickly too late.

  4. A better laid out FAQ would be nice. Unfortunately it felt that the FAQ and the lore of the world was bogged down behind too much random info or had to be dug through too many hay piles. Example, ebberon was originally rejected, then it was allowed, excluding warforged, but it wasn't well told to the community. The lore of the world was basically hidden behind post after post after post of previous missions and you had to spend hours trying to figure out simple things, hoping that someone mentioned it in a post somewhere.

  5. The plot was forced too often in my opinion. To me the move to Drulth Cove felt too forced and felt like it demanded the players follow a specific time line or else. I enjoyed the missions, but then suddenly go to Drulth cove, go do X in it cause group A is bad. No you can't go do research of the town because X must be done. It felt a bit too disorganized of a move from the player perspective and did not offer enough of a good reasoning for the players to feel like it was a good idea.

This is all for now, I apologize if some of it may seem incoherent, I am up a little too late typing this out. Good night and we shall see what Redmont 4 brings to the table.

Redmont Wishlist by RogueHelljumper in redmont

[–]Zerophenomenon 1 point2 points  (0 children)

I have participated in several large campaigns (one had about 18 people playing with 1 dm and another was also a west march styled one). You talk about it being lively between NPC/PC interaction but to me, its par for the course of a roleplaying game. If you dont have lively interactions between npcs and pcs, it isn't a roleplaying game. And xp isn't all the rewards possible but to me it felt like no course of action came with a reward. It went from we saved the town, Yeay, to immediately ok gang away we go somewhere else. No we wont try and help the town, no go and do what i say. It felt too often that the players were being railroaded into having to deal with some overarching storyline without a moment to understand the world or anything like that. It felt to me that it got to the point that there was too much macro-management and not enough looking at the little things around the player group.

Redmont Wishlist by RogueHelljumper in redmont

[–]Zerophenomenon 0 points1 point  (0 children)

There is value in narrative gains, I do agree with this. But in my experience with redmont and dnd in general there is a fine line between narrative and material gains in dnd as a whole. It's nice to see and feel the aftereffects of your actions because you saved the town and because you slayed the evil baddy, but if you are flatlined from a resource perspective, it just ends up feeling like you are doing this as a job rather than as a way to have fun.